The Carrion Crown (E7 goodness with House Rules frosting)

Game Master Helaman

Ob Portal site | Roll20 Site | Moonday, 13th of Gozran, 4714
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It was a big day wasn't it :)

Lets see. A door haunt, a cold Haunt, a fear/pain haunt, a Poltergiest, 3 large spiders... and probably one other haunt or another that you either resisted or avoided.

Yeah - take a level step all.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

hot poker haunt, too.

cool! class step is chock full of goodness.

which reminds me, Simeon should check out those weird items we found in the vault as well.


Remember your ACTUAL level for class based ablities, ie channelling is still 2nd but that said you get access to level 2 spells now.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll
GM Helaman wrote:
Remember your ACTUAL level for class based ablities, ie channelling is still 2nd but that said you get access to level 2 spells now.

not that I really care, but that seems inconsistent. Channeling is a class ability same as rogue sneak attack. I could see spells functioning at CL2 since I'm not actually 3rd level, but +2d6 channel seems like it should be part of the package along w/ access to 2nd level spells for a D step.


Yeah - You're right. I messed up. SPELL casting level is actual level. My bad. Channeling works as it should as does sneak attack etc.


Inactive

Does this mean Elidal can have access to her 2nd level spells now or do they have to be researched at some point?


You get them now if you take the appropriate step :) but your casting level (CL) of your spells is still 2 for duration, effects etc.

I mis-remembered but Jaru/VC helped remind me.


Inactive

Sounds good! Elidal will take Step D again, so she gains:

1 teamwork feat - Paired Opportunists
Solo tactics effect
1 orison - Daze
1 1st level spell - Command

*edit* Spells and feats selected.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

oh, I forgot about the feat as well.

I was looking at channeling feats, but I think I'll just go with rapid reload.


Don't forget to (step) level up people... its gonna get bumpy.


Jaru's notes have been added to the Obsidian portal page. At this rate the logs will be great reading.

Hoping to see some more journal entries from the rest of you. Alternate points of view never hurt and having a re-roll in hand can't hurt. We had a good one from Elidal a whiles back.


Inactive

Whoops, I think I forgot the standard third level feat in my step-up; the teamwork feat is an inquisitor thing in addition to other feats gained. If that's the case, I'll pick one more and add it to Elidal's sheet.


Cool


What's everyone's thoughts to date, both game, story and house rules?


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

hey, waiting for a response on the game thread ; )

So far so good. I appreciate all the details that you're putting in to make it a richer adventure.

Level steps are cool. I"m curious about what E6 will be like. I'm thinking of using it in my own games.

Personally, I think the injury system is overly complicated and unnecessary. Again with a cleric, magical healing is going to be pretty easy to come by and negates it. That said, the rest and recovery was nice, but honestly we have enough potions and stuff that we're just sitting on resources. It probably makes more sense for a modern or low magic game.

I also appreciate the portal site.

Thanks for all the work.


Inactive

^Pretty much what Jaru said. The extra embellishments to the story/characters are cool and so far I've not had any problems with the E6/7 stuff. All of the stuff on the portal site is awesome to have, especially since I sometimes need to go back and reference house rules or plot points/events that occurred several pages back. Nice touch with rewards for the journal stuff, too!

Injury system stuff is somewhat confusing for me; any time it's come up I've had to go back and reference the stuff on Obsidian Portal to make sure I'm getting my numbers and such right. I think it might be more viable in a setting where healing is a little more limited.

And for a totally different question, I know you said you had some nameless NPCs scattered about Ravengro in case one of the current PCs bites the dust. Should that happen, which of the ACG classes would be available in addition to Core and APG?


Lets play with Injury for a whiles yet. For instance Elidal is still injuried and will need a spell, which is Jaru is out of (not sure on Elidals spells) or a potion to heal.

I want to see how it pans out for resource use and management and want to see how it pans out for deadly crits etc

That said? I too am thinking that a return to HPs as RAW is on the cards in the future.

Stability? I am keeping that in place for the short term as well - things are only going to get worse in that department and I want to see how it holds up. There is a pretty decent gap at the end of this chapter of the AP and the next and so there will be some recovery time before you push on to Trial of the Beast. If we are all still playing come the end of Broken Moon then we will be playing Carrion Hill as Chapter 4 - if there is a San busting roller coaster adventure with Lovecraftian horror at the end of it then its that one. I didn't like Wake of the Watchers final dungeon - the encounters list reads like an index of the Necronomicon.

ACG classes? I hadn't thought of them. At this point I'd want to stick with just Core and APG. If a new character is needed later and there is a strong desire for a ACG class I'd take it on a case by case basis.

As for the rest, I want to make this game far more than a dungeon - I want to bring the place to life for you guys and give you challenges other than monsters to fight and traps to be avoided. It helps that you all are good players too.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Thirded on the injury system. I have no idea how it works (because I can't remember) and if I ever get seriously hurt I'll have to go look it up. The rest seems fine house rules wise.

Disappointing to hear that we'll be using Carrion Hill to be honest, as I've already played it and run it. I suppose if you integrate it into the meta-plot for Carrion Crown it might be okay. In any case that's probably 2.5 years in the future at our current pace, so nothing to get too worried about. I'm also curious how you intend the higher level stuff to function anyway when we're capped 6th. The end of the second book would be plenty to destroy a normal 6th level party. So unless you rewrite every encounter from that point on, I can't see it working really.


The work is already done.


Jominda has become a 'Person of Interest' - shes' been added to the Character menu for NPCs and PCs.

I've updated the Sheriff as well.

If there are other updates you want to the PCs or NPCs, let me know.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

I guess you did say you spend two years working on this before recruiting, right? That's intense. So you rewrote like what...100 encounters or something?


Some I re-wrote, others just needed a single simple change of one stat block to another. Thats the beauty of E6 for me.

Lets take Broken Moon for example - Lots of the were's running around are pretty butch with lots of additional class levels to make them a threat.

I've stripped many of them down to the basic model found in the Bestiary or slapped on an advanced template on the basic model. Not a lot of work.

Are they a challenge one on one for you guys at level 6? Individually, nope. As an intelligent pack? We'll see. For your average 'Civilian' lacking silver your stock standard werewolf is terror on four legs.

One of the things that I enjoy about E6 is that you don't need to do much with monsters to keep them dangerous given that the players are stopping at level 6 (7 in your case). Orcs? They can still be a challenge post level 1-2 simply by making them advanced and using more of them. Peter Jackson appeared to go that route :)

If we ever make it to Ashes I think you'll love what I have done what I have done with Vampires and Vampire spawn


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

ah, I've also been through Carrion Hill, but didn't really understand what was going on. I'd be all up for doing it again and I'm certain it'd be most enjoyable.

btw I'm saving my reroll for a ghostie. that worked pretty well last time. Hopefully Lament can reason with Jominda. They seemed friendly.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

I ran carrion hill for a local PFS group (Two five hour sessions). It was awesome!


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

I am trying to decide whether to stay leveling as a bard or MC into Oracle or Summoner. Things are slowing down at work now.


Summoner is not a permitted class for this campaign. Oracle is fine though. PM me details if you go oracle - there is some awesome sauce we can do here with it.


And a pre-emptive but joyous welcome back.

We could use Lament over on the game thread about now :)


Inactive

I like Lament's flavor as a bard, but having an oracle around could be awesome as well depending on what direction you take it in! What were you thinking about, if you don't mind me asking? :)


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7
Elidal Zemiel wrote:
I like Lament's flavor as a bard, but having an oracle around could be awesome as well depending on what direction you take it in! What were you thinking about, if you don't mind me asking? :)

I am not really sure. I was originally looking at oracle or sorcerer. I would like to have more enchanting type magic. My charisma isn't really high enough though. I am new to E6(7), so I don't want to weaken the character. I get 3rd level spells if I stay bard. That means haste.

I am kind of stuck in not knowing which direction to take Lament in.


Hope you enjoy the current twist.


Just a reminder to step level up and also a reminder that some of you get unlocked features depending on your attributes.

https://helaman-s-play-by-post-carrion-crown.obsidianportal.com/wikis/chang es-to-feats-and-new-feats

*Combat Expertise*
Any bonuses to AC when this feat is used also applies the same bonus to CMD. This is free to any character with +1 BAB and Int 13.

Otherwise it can be purchased as normal to ignore the Int 13 requirement.

*Deadly Aim*
This is free to any character with +1 BAB and Dex 13. Crossbows add extra damage much like a two handed power attack would (ie -1 to hit and +3 to damage).

Otherwise it can be purchased as normal to ignore the Dex 13 requirement.

*Power Attack*
This is free to any character with +1 BAB and Str 13.

Otherwise it can be purchased as normal to ignore the Str 13 requirement.

Note: Power attack does not apply if you are using Dex as your attacking modifier. Look to the Piranha Strike feat for that.

These are OPTIONS you can now employ in your combat - I like options. A power attack is simply a wild balls-to-walls swing. Deadly aim is getting fixated on hitting a more vital shot and the hastiness of attempting it throws off your aim some. Note that this CAN apply for Ray spells! Combat expertise is the act of a trained intelligent combatant playing it safe.

In some ways the E7 part will feel a bit limiting when you get to the upper levels but you'll have far more flexibilty.

On a side note I *want* to see how you play these out. I am still reviewing house rules in the old brain box and don't know if everything should be unlocked at a later stage (though that creates complexity for those who invested in these feats early in their careers and it does reduce the option flexibility I am looking for).


Inactive

To make sure I'm getting things straight, do I gain the standard feat for 3rd level since I took step D or does that not kick in until all of the steps are taken and Elidal is actually 3rd level? Still getting used to how the step leveling works.

And I went ahead and added Power Attack to Elidal's sheet since she qualifies for it.


In all my THEORYcrafting for my house rules on step leveling I didn't work the level 3 bonus feat through properly.

Can I ask that everyone hold back on the level 3 feat until all the Steps for L2 to 3 are completed?

Its something I want to try. I can always change later but I need to see how the minimalist approach works with step leveling


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Is slayer available?


Not at this point. I'm avoiding ACG for now.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Taking step A of another level of fighter then I suppose.

+7 HP and +1 BAB


Inactive

Not related to our game but wanted somewhere to whinge a little. Just got notice from my RL DM that he's suspending our Wrath of the Righteous campaign for a variety of reasons. We've had a lot of RL stuff going on with various people in the group that's made it hard for everyone to get together lately (work/school/health issues) -plus- we've had some drama between a couple of people as well; it's not really surprising and I understand why but it's still a pretty big bummer.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7
Elidal Zemiel wrote:
Not related to our game but wanted somewhere to whinge a little. Just got notice from my RL DM that he's suspending our Wrath of the Righteous campaign for a variety of reasons. We've had a lot of RL stuff going on with various people in the group that's made it hard for everyone to get together lately (work/school/health issues) -plus- we've had some drama between a couple of people as well; it's not really surprising and I understand why but it's still a pretty big bummer.

Sorry. That sucks because it is hard to find good RL groups. I hope everything works out.


Inactive

Thanks! To be honest, I think part of the problem is that the group was pretty large with 7 players plus the DM. Normally we don't play with quite that many people but it's hard to turn down friends who want to play. 4 or 5 players would probably be more manageable...


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

Large groups IRL can get very unwieldy. My current RL group is only 3 players and the DM. It's actually really nice. When we don't have any technology issues (the DM uses a virtual table top and wall projector) we can really get the game moving and have nice big combats with 20+ baddies because the computer is handling most of the work. It would be impossible with seven people to have the kinda game we have I think. One more might be okay, but that's about it.


I like 4-5. Its managable and everyone gets spot light time.


Anyone want to try a new journal entry? Re-rolls are good. Its a new day.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Leveling Rogue: Added Sneak Attack and Trapfinding.


"Lament" Duskbreeze wrote:

"Damnit!" Lament jogs over and looks over his corpse. "We need to make them pay for this!" She turns to the group with fury in her eyes.

Can I snag his thieve's tools?

I was hoping for somber gravity rather than 'what size are his boots' :) but its part of the fun.

His kit is mostly back at the house. The tools will be there.


Combat Gear potion of cure light wounds; Other Gear lamellar (leather) armor, rapier, alchemy crafting kit, backpack, masterwork, flint and steel, ink, black, inkpen, parchment (5), thieves' tools, trail rations (4), waterskin, 6 GP, 9 SP

That will be his leavings to the group when all is said and done.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Haha! Should have posted the OOC here! There is gravity! That is why she wants the enemy to pay. I was shocked when I saw who it was!!!!!


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Though as quirky as Lament is, I could see her weeping and then seeing the thieve's tools and suddenly stopping and picking them up and putting them in her bag with a smile! She is a little freaky!

IE: Luna Lovegood or Jack Sparrow


She is a great character - love her a lot.

If you want to edit your ooc comment then do so.


Inactive

Okay so I read this thread first before reading the last few Gameplay posts so I was really confused and wondering who the heck the stiff was if it wasn't Jorminda but was someone we obviously had a connection with. Then after reading the posts I came back here, reread the last few posts here and admittedly had a good laugh at Lament's OOC comment.


Hoping that this was a good shock to your systems and twist to the story.

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